Mercurial > hg > openttd
view src/tunnel_map.h @ 10480:649ba332458f draft
(svn r14735) -Codechange: remove a bit of bit-waste in the map array (without changing the map array) and make the CompanyIDs contiguous.
-Note: 15 should be enough for now... making it any more means adding more bytes to the map array and thus wasting more bits instead of reducing the bit waste.
author | rubidium <rubidium@openttd.org> |
---|---|
date | Wed, 24 Dec 2008 09:53:15 +0000 |
parents | 8c450e1754e2 |
children | f7b6f8f03e5e |
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/* $Id$ */ /** @file tunnel_map.h Map accessors for tunnels. */ #ifndef TUNNEL_MAP_H #define TUNNEL_MAP_H #include "direction_func.h" #include "rail_type.h" #include "road_type.h" #include "transport_type.h" #include "tile_map.h" /** * Is this a tunnel (entrance)? * @param t the tile that might be a tunnel * @pre IsTileType(t, MP_TUNNELBRIDGE) * @return true if and only if this tile is a tunnel (entrance) */ static inline bool IsTunnel(TileIndex t) { assert(IsTileType(t, MP_TUNNELBRIDGE)); return !HasBit(_m[t].m5, 7); } /** * Is this a tunnel (entrance)? * @param t the tile that might be a tunnel * @return true if and only if this tile is a tunnel (entrance) */ static inline bool IsTunnelTile(TileIndex t) { return IsTileType(t, MP_TUNNELBRIDGE) && IsTunnel(t); } TileIndex GetOtherTunnelEnd(TileIndex); bool IsTunnelInWay(TileIndex, uint z); bool IsTunnelInWayDir(TileIndex tile, uint z, DiagDirection dir); /** * Makes a road tunnel entrance * @param t the entrance of the tunnel * @param o the owner of the entrance * @param d the direction facing out of the tunnel * @param r the road type used in the tunnel */ static inline void MakeRoadTunnel(TileIndex t, Owner o, DiagDirection d, RoadTypes r) { SetTileType(t, MP_TUNNELBRIDGE); SetTileOwner(t, o); _m[t].m2 = 0; _m[t].m3 = r; _m[t].m4 = 0; _m[t].m5 = TRANSPORT_ROAD << 2 | d; } /** * Makes a rail tunnel entrance * @param t the entrance of the tunnel * @param o the owner of the entrance * @param d the direction facing out of the tunnel * @param r the rail type used in the tunnel */ static inline void MakeRailTunnel(TileIndex t, Owner o, DiagDirection d, RailType r) { SetTileType(t, MP_TUNNELBRIDGE); SetTileOwner(t, o); _m[t].m2 = 0; _m[t].m3 = r; _m[t].m4 = 0; _m[t].m5 = TRANSPORT_RAIL << 2 | d; } #endif /* TUNNEL_MAP_H */